[英]how to constantly display shapes, but still repaint the screen?
在用JFrame編寫一個簡單的Tron游戲時,我遇到了一個問題。 我不確定如何將“光周期”的顯示保留為一行,一直停留在屏幕上顯示的狀態,但是同時重新粉刷屏幕以使運動仍然有效。 這是我的代碼:(僅供參考,它們都可以編譯,並且一切正常,因為這里寫的很好)
public class Tron extends JPanel{
public static int x = 40;
public static int y = 40;
public static int h = 360;
public static int k = 360;
public final static int size = 10;
public static int move = 1;
public static int dir = 0;
static final Tron m = new Tron();
static final JFrame frame = new JFrame("1P Tron");
public static void main(String[] args){
frame.setSize(400,400);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(m);
m.setBackground(Color.black);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
Action actionRight = new AbstractAction(){
public void actionPerformed(ActionEvent actionRightEvent){
dir = 1;
x += 5;
if(x > 390){
x = -5;
};
m.repaint();
}
};
Action actionLeft = new AbstractAction(){
public void actionPerformed(ActionEvent actionLeftEvent){
dir = 2;
x -= 5;
if(x < 0){
x = 395;
};
m.repaint();
}
};
Action actionUp = new AbstractAction(){
public void actionPerformed(ActionEvent actionUpEvent){
dir = 3;
y -= 5;
if(y < 0){
y = 375;
};
m.repaint();
}
};
Action actionDown = new AbstractAction(){
public void actionPerformed(ActionEvent actionDownEvent){
dir = 4;
y += 5;
if(y > 370){
y = 0;
};
m.repaint();
}
};
KeyStroke right = KeyStroke.getKeyStroke("RIGHT");
KeyStroke left = KeyStroke.getKeyStroke("LEFT");
KeyStroke up = KeyStroke.getKeyStroke("UP");
KeyStroke down = KeyStroke.getKeyStroke("DOWN");
InputMap inputMap = m.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW);
inputMap.put(right, "RIGHT");
inputMap.put(left, "LEFT");
inputMap.put(up, "UP");
inputMap.put(down, "DOWN");
m.getActionMap().put("RIGHT", actionRight);
m.getActionMap().put("LEFT", actionLeft);
m.getActionMap().put("UP", actionUp);
m.getActionMap().put("DOWN", actionDown);
}
@Override
protected void paintComponent(Graphics g){
super.paintComponent(g);
draw(g);
}
public void draw(Graphics g){
g.setColor(Color.BLUE);
g.fillRect(x, y, size, size);
g.drawString("Tron", 190, 390);
}
}
另外,我想知道如何制作它,這樣當我按下箭頭鍵時,而不是僅從x或y坐標中進行一次加法或減法,而是不斷地對其進行添加,直到按下另一個箭頭。
編輯:為了使這個問題更容易理解,python等效項將在curses
庫的x和y坐標處繪制一個字符,使用箭頭鍵在屏幕上移動它,但不要調用stdscr.clear()
。
編輯:在Internet上進行搜索,試圖找出如何按照MadProgrammer的建議使用g.drawPolygon()
,我遇到了一個有趣的想法,即添加一個變量來幫助程序“記住”上次按下的鍵並將其添加到基於此的坐標。 我認為這將消除對多邊形的需求,而我可以只使用Translate()
方法,但是當我添加翻譯時,程序停止工作。 是否需要使用其他方法代替,還是做錯了其他事情? 這是新的代碼:
import javax.swing.*;
import javax.swing.AbstractAction;
import javax.swing.Action;
import javax.swing.InputMap;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import java.awt.*;
import java.awt.event.*;
import java.awt.event.ActionEvent;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Enumeration;
import java.util.Iterator;
import java.util.List;
public class Tron extends JPanel{
public static int x = 40;
public static int y = 40;
public static int h = 360;
public static int k = 360;
public static int size = 10;
public static int move = 1;
public static int dir = 1;
static final Tron m = new Tron();
static final JFrame frame = new JFrame("1P Tron");
public static void main(String[] args){
frame.setSize(400,400);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(m);
m.setBackground(Color.black);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
Action actionRight = new AbstractAction(){
public void actionPerformed(ActionEvent actionRightEvent){
dir = 1;
};
};
Action actionLeft = new AbstractAction(){
public void actionPerformed(ActionEvent actionLeftEvent){
dir = 2;
};
};
Action actionUp = new AbstractAction(){
public void actionPerformed(ActionEvent actionUpEvent){
dir = 3;
};
};
Action actionDown = new AbstractAction(){
public void actionPerformed(ActionEvent actionDownEvent){
dir = 4;
};
};
KeyStroke right = KeyStroke.getKeyStroke("RIGHT");
KeyStroke left = KeyStroke.getKeyStroke("LEFT");
KeyStroke up = KeyStroke.getKeyStroke("UP");
KeyStroke down = KeyStroke.getKeyStroke("DOWN");
InputMap inputMap = m.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW);
inputMap.put(right, "RIGHT");
inputMap.put(left, "LEFT");
inputMap.put(up, "UP");
inputMap.put(down, "DOWN");
m.getActionMap().put("RIGHT", actionRight);
m.getActionMap().put("LEFT", actionLeft);
m.getActionMap().put("UP", actionUp);
m.getActionMap().put("DOWN", actionDown);
}
@Override
protected void paintComponent(Graphics g){
super.paintComponent(g);
draw(g);
p1_move(m);
}
public void p1_move(Tron m){
if(dir == 1){
if(x > 390){
x = -5;
};
x += 5;
m.repaint();
}else if(dir == 2){
if(x < 0){
x = 395;
};
x -= 5;
m.repaint();
}else if(dir == 3){
if(y < 0){
y = 375;
};
y -= 5;
m.repaint();
}else if(dir == 4){
if(y > 370){
y = 0;
};
y += 5;
m.repaint();
}
}
public void draw(Graphics g){
g.setColor(Color.BLUE);
g.fillRect(40, 40, size, size);
g.translate(x, y);
}
}
順便說一句,如果有人想知道為什么所有java.Util.*
都是單獨導入的,我將使用最初的那些來創建ArrayList
,但是決定反對它,並且從來沒有繞過這些。
編輯:一個列表編輯此問題,我的程序幾乎完成。 我想知道的最后一件事是如何為CPU播放器放置一個隨機數生成器。 最初它有一條固定的路徑,如果您存活足夠長的時間,則在幾秒鍾后“殺死”自己,但我認為如果他只是走一條隨機路徑,那會更好玩。 我已經知道如何使用java.util.Random
編寫隨機數生成器,但是這些代碼的最終結果總是比我在游戲中所想的要長得多,所以我想知道是否可以添加僅用五六個語句就可以了。
基本思想是需要將所有形狀放入某種List
以便在調用paintComponent
方法時,調用wall列表並繪制形狀
我的“一般”想法是每次玩家轉彎時將一個新的Point
添加到List
。 在paintComponent
方法中,您只需繪制從一點到另一點的線。
您繪畫過程中的最后一項動作,我就是簡單地從最后一點到玩家當前位置划一條線...
使用Path2D更新示例
這是使用Path2D
維護循環路徑的概念的非常基本的示例。 這樣,我認為您將更容易使用Point
的List
,因為這將更易於構建碰撞檢測。
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.geom.Line2D;
import java.awt.geom.Path2D;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class LightCycles {
public static void main(String[] args) {
new LightCycles();
}
public LightCycles() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public static class TestPane extends JPanel {
private int xVelocity;
private int yVelocity;
protected static final int PLAYER_SIZE = 4;
protected static final int DELTA = 4;
private Point player;
private Point lastTurn;
private Path2D playerPath;
public TestPane() {
setBackground(Color.BLACK);
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0), "left");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0), "right");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0), "up");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0), "down");
am.put("left", new VelocityAction(-DELTA, 0));
am.put("right", new VelocityAction(DELTA, 0));
am.put("up", new VelocityAction(0, -DELTA));
am.put("down", new VelocityAction(0, DELTA));
xVelocity = DELTA;
player = new Point(0, 100);
lastTurn = new Point(player);
playerPath = new Path2D.Float();
playerPath.moveTo(0, 100); // Start position...
Timer timer = new Timer(40, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
player.x += xVelocity;
if (player.x > getWidth()) {
playerPath.lineTo(getWidth(), player.y);
playerPath.moveTo(0, player.y);
player.x = 0;
lastTurn = new Point(player);
}
if (player.x + PLAYER_SIZE < 0) {
playerPath.lineTo(0, player.y);
playerPath.moveTo(getWidth() - 1, player.y);
player.x = getWidth() - 1;
lastTurn = new Point(player);
}
player.y += yVelocity;
if (player.y > getHeight()) {
playerPath.lineTo(player.x, getHeight());
playerPath.moveTo(player.x, 0);
player.y = 0;
lastTurn = new Point(player);
}
if (player.y + PLAYER_SIZE < 0) {
playerPath.lineTo(player.x, 0);
playerPath.moveTo(player.x, getHeight() - 1);
player.y = getHeight() - 1;
lastTurn = new Point(player);
}
repaint();
}
});
timer.start();
}
@Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.BLUE);
g2d.draw(playerPath);
g2d.draw(new Line2D.Float(lastTurn, player));
g2d.drawRect(player.x - (PLAYER_SIZE / 2), player.y - (PLAYER_SIZE / 2), PLAYER_SIZE, PLAYER_SIZE);
g2d.dispose();
}
public class VelocityAction extends AbstractAction {
private final int xDelta;
private final int yDelta;
public VelocityAction(int xDelta, int yDelta) {
this.xDelta = xDelta;
this.yDelta = yDelta;
}
@Override
public void actionPerformed(ActionEvent e) {
xVelocity = xDelta;
yVelocity = yDelta;
lastTurn = new Point(player);
playerPath.lineTo(player.x, player.y);
}
}
}
}
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